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Source Filmmaker

SFM Help: Compiling the model using Crowbar
Hey guys!
I've been busy ripping a DBXV model and importing it to SFM, all is going well but..I can't compile it cause I get an error.This is what I get
Please Someone help me I have no idea what to do?
Edit#1: Do you guys want screenshots?
EDIT#2: Everything went smoothly I think...I got this
EDIT#3: http://imgur.com/gallery/lzxth/new
Edit#4: Alright! I got the model in SFM but.....one last issues the materials.
WARNING: material models/trunks/armors1 has a normal map and an envmapmask. Must use $normalmapalphaenvmapmask.

WARNING: material models/trunks/armors2 has a normal map and an envmapmask. Must use $normalmapalphaenvmapmask.

WARNING: material models/trunks/suits has a normal map and an envmapmask. Must use $normalmapalphaenvmapmask.

WARNING: material models/trunks/sword2 has a normal map and an envmapmask. Must use $normalmapalphaenvmapmask.

WARNING: material models/trunks/bootss1 has a normal map and an envmapmask. Must use $normalmapalphaenvmapmask.

WARNING: material models/trunks/face has a normal map and an envmapmask. Must use $normalmapalphaenvmapmask.

WARNING: material models/trunks/hair has a normal map and an envmapmask. Must use $normalmapalphaenvmapmask.

WARNING: material models/trunks/mouth has a normal map and an envmapmask. Must use $normalmapalphaenvmapmask.

WARNING: material models/trunks/skins has a normal map and an envmapmask. Must use $normalmapalphaenvmapmask.

WARNING: material models/trunks/sword1 has a normal map and an envmapmask. Must use $normalmapalphaenvmapmask.

WARNING: material models/trunks/sword5 has a normal map and an envmapmask. Must use $normalmapalphaenvmapmask.

WARNING: material models/trunks/sword3 has a normal map and an envmapmask. Must use $normalmapalphaenvmapmask.

WARNING: material models/trunks/sword4 has a normal map and an envmapmask. Must use $normalmapalphaenvmapmask.

WARNING: material models/trunks/teeth has a normal map and an envmapmask. Must use $normalmapalphaenvmapmask.

One last thing guys and this whole mess will be overwith.

最近の変更はThe Quackが行いました; 2015年7月22日 15時55分
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61-75 / 92 のコメントを表示
episoder の投稿を引用:
why the heck the op looks like it looks? X)

but according to those...
gamedir: "C:\Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\usermod\"
$modelname "trunks/trunks.mdl"

...your compiled files should be at "...\SourceFilmmaker\game\usermod\models\trunks\"

and if it doesn't show up check the console in sfm to probably notice that - ofc - you need to convert all the textures into vtf format and create the materials in vmt format and according to the meshes' material names too.
Nope. still not there it wants me to define the bones.
Zappy 2015年7月22日 13時04分 
Then copy the error StudioMDL gives here.
Vintage の投稿を引用:
Then copy the error StudioMDL gives here.
Where can I find StudioMDL?
Zappy 2015年7月22日 13時06分 
Are you serious? It's the tool you're using to compile the model with in the first place.
Vintage の投稿を引用:
Are you serious? It's the tool you're using to compile the model with in the first place.
I've been using crowbar though...
Zappy 2015年7月22日 13時11分 
No, you've been using [a program that executes] StudioMDL.
Vintage の投稿を引用:
No, you've been using [a program that executes] StudioMDL.
I found it, but it opens then closes.
*sigh*
Crowbar の投稿を引用:
Compiler Interface to Valve's StudioMDL.exe Tool
Crowbar is just a GUI front end for StudioMDL.

The errors that StudioMDL spits out will show up in your Crowbar.
64GIGS.exe の投稿を引用:
*sigh*
Crowbar の投稿を引用:
Compiler Interface to Valve's StudioMDL.exe Tool
Crowbar is just a GUI front end for StudioMDL.

The errors that StudioMDL spits out will show up in your Crowbar.
I found studioMDL which one do I click the application or the Windows Batch File?
You don't need to find it, I've already explained that the output Crowbar shows is the output from StudioMDL.
64GIGS.exe の投稿を引用:
You don't need to find it, I've already explained that the output Crowbar shows is the output from StudioMDL.
it doesn't show any errors, it says $definebones it didn't even create a mesh
Did you change the SMDs in any way before it started showing those $definebone things?
Zappy 2015年7月22日 14時32分 
Untick the "Define bones" tickbox in Crowbar, or, better yet, use CMD.exe to execute StudioMDL, or, better yet, use Notepad++' NppExec plug-in as it allows redirecting the file to the currently open file in Notepad++, which you should use to edit QCs, so that's nice.
you recommend cmd? lol nobody should do or need to do that. using notepad++ doesn't make it better either. syntax and cli gimmickery. doesn't help if he doesn't even know what to type or fix in there. and the qc doesn't write itself. and crowbar still does the cli just fine.

"define bones" looks definetely outta place. might have even thought about to "use defaults". ;)
最近の変更はepisoderが行いました; 2015年7月22日 14時57分
64GIGS.exe の投稿を引用:
Did you change the SMDs in any way before it started showing those $definebone things?
No, I didn't at all.
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投稿日: 2015年7月18日 21時17分
投稿数: 92